package br.open.yiori.types;

public class AssertSpecialFlags 
{
    /**
     * Tells MUGEN that the character is currently performing his intro pose. Must be asserted on every tick while the intro pose is being performed.
     */
    public static AssertSpecialFlags intro = null;
    
    /**
     * Turns the character invisible while asserted. Does not affect display of afterimages.
     */
    public static AssertSpecialFlags invisible = null;
    
    /**
     * Tells MUGEN that the character is currently performing his win pose. Should be asserted on every tick while the win pose is being performed.
     */
    public static AssertSpecialFlags roundnotover = null;
    
    /**
     * Disables display of life, super bars, etc. while asserted.
     */
    public static AssertSpecialFlags nobardisplay = null;
    
    /**
     * Turns off the background. The screen is cleared to black.
     */
    public static AssertSpecialFlags noBG = null;
    
    /**
     * Disables display of layer 1 of the stage (the foreground).
     */
    public static AssertSpecialFlags noFG = null;
    
    /**
     * While asserted, disables standing guard for the character.
     */
    public static AssertSpecialFlags nostandguard = null;
    
    /**
     * While asserted, disables crouching guard for the character.
     */
    public static AssertSpecialFlags nocrouchguard = null;
    
    /**
     * While asserted, disables air guard for the character.
     */
    public static AssertSpecialFlags noairguard = null;
    
    /**
     * While asserted, keeps the character from automatically turning to face the opponent.
     */
    public static AssertSpecialFlags noautoturn = null;
    
    /**
     * While asserted, disables juggle checking. P2 can be juggled regardless of juggle points.
     */
    public static AssertSpecialFlags nojugglecheck = null;
    
    /**
     * Suppresses playback of sound 11, 0 (the KO sound) for players who are knocked out. For players whose KO sound echoes, nokosnd must be asserted for 50 or more ticks after the player is KOed in order to suppress all echoes.
     */
    public static AssertSpecialFlags nokosnd = null;
    
    /**
     * While asserted, keeps MUGEN from showing the end of the round in slow motion.
     */
    public static AssertSpecialFlags noshadow = null;
    
    /**
     * While asserted, disables display of this player's shadows.
     */
    public static AssertSpecialFlags nokoslow = null;
    
    /**
     * Disables display of all player, helper and explod shadows.
     */
    public static AssertSpecialFlags globalnoshadow = null;
    
    /**
     * While asserted, pauses playback of background music.
     */
    public static AssertSpecialFlags nomusic = null;
    
    /**
     * While asserted, the player cannot enter his walk states, even if he has control. Use to prevent run states from canceling into walking.
     */
    public static AssertSpecialFlags nowalk = null;
    
    /**
     * While asserted, keeps the round timer from counting down. Useful to keep the round from timing over in the middle of a splash screen.
     */
    public static AssertSpecialFlags timerfreeze = null;
    
    /**
     * While asserted, all the asserting player's HitDefs become unblockable, i.e., their guardflags are ignored.
     */
    public static AssertSpecialFlags unguardable = null;
	
}
